本文整理汇总了Python中renderer.Renderer.quit方法的典型用法代码示例。如果您正苦于以下问题:Python Renderer.quit方法的具体用法?Python Renderer.quit怎么用?Python Renderer.quit使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类renderer.Renderer
的用法示例。
在下文中一共展示了Renderer.quit方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: Game
# 需要导入模块: from renderer import Renderer [as 别名]
# 或者: from renderer.Renderer import quit [as 别名]
class Game(object):
def __init__(self):
global inputHandlers
inputHandlers = dict((k, types.MethodType(v, self, Game)) for k, v in inputHandlers.items())
self.renderer = Renderer(self)
self.size = self.renderer.size
self.hsize = self.renderer.hsize
self.level = Level.spawn(self, 0)
self.player = Player(self)
self.worldOff = self.player.pos
self.enemies = []
self.bullets = []
self.keys = {}
def run(self):
self.renderer.run()
def tick(self):
self.player.update()
map(Bullet.update, self.bullets)
def move(self, off):
self.worldOff = (self.worldOff[0]+off[0], self.worldOff[1]+off[1])
def addBullet(self, type, pos, rot, accel, friendly):
self.bullets.append(Bullet(self, type, pos, rot, accel, friendly))
def handleInput(self, event):
if event.type in inputHandlers:
inputHandlers[event.type](event)
def handle(type):
def sub(func):
inputHandlers[type] = func
return func
return sub
@handle(QUIT)
def quit(self, event):
self.renderer.quit()
@handle(KEYDOWN)
def keydown(self, event):
self.keys[event.key] = True
if event.key == K_UP:
self.player.enginesOn = True
elif event.key == K_RIGHT:
self.player.turning = -1 if K_LEFT not in self.keys or not self.keys[K_LEFT] else 0
elif event.key == K_LEFT:
self.player.turning = 1 if K_RIGHT not in self.keys or not self.keys[K_RIGHT] else 0
elif event.key == K_ESCAPE:
self.renderer.quit()
elif event.key == K_SPACE:
self.player.shooting = True
@handle(KEYUP)
def keyup(self, event):
self.keys[event.key] = False
if event.key == K_UP:
self.player.enginesOn = False
elif event.key == K_RIGHT:
self.player.turning = 0 if K_LEFT not in self.keys or not self.keys[K_LEFT] else 1
elif event.key == K_LEFT:
self.player.turning = 0 if K_RIGHT not in self.keys or not self.keys[K_RIGHT] else -1
elif event.key == K_SPACE:
self.player.shooting = False